This will be a 4 player Base + Daybreak game to Kobol, but using a set of 20 revised cylon motive cards instead of loyalty cards!

As when playing a cylon leader in daybreak, the normal win conditions apply:

Quote:

Winning as a Cylon Leader

A Cylon Leader wins along with the winning team if thefollowing two conditions are met:• At the end of the game, the Cylon Leader has no morethan one Motive Card that he has not revealed.• The Cylon Leader has revealed at least two Motive Cardswith an allegiance that corresponds to the winning group,either humans or Cylons.

But this now applies for ALL players, not just cylon leaders.

With a few additional changes as well:

- The cards we're using are a deck of 20 cards, that consist of 7 cylon cards, 11 human cards, and 2 purple cards that allow you to select new loyalties if they are completed.

- Cylon leaders may be selected as main characters, but their skilldraws will need extending up to the usual 5 card amount. (drawing, at most, 1 treachery still.)

-At the start of the game the 7 cylon cards will have a randomly assigned cylon reveal power attached to them, which will be public knowledge. Anyone who holds a cylon card can use that reveal power as an action, but that particular loyalty card will now be public knowledge to all other players, and may be exploitable by them if it is not yet completed.

-After each jump cycle, players have a blind vote on a new President to be immediately elected, by PMing me their 1st and 2nd choices. You can not vote for yourself, but may decide to not vote at all. If there is a tie on 1st choice votes, then 2nd choice votes are tallied to determine the winner. If there is still a Tigh tie, the previous incumbent keeps the title, or selects the winner if they are not part of the tie.

-The Admiral keeps the title indefinitely. There is no election. If you think the admiral is working against your interests, the only way to remove the title from them is to have them brigged or executed.

-If a player is executed, morale may be lost based on the following:If they have zero cylon motives, lose 2 moraleIf they have just 1 cylon motives, lose 1 moraleIf they have 2 or more cylon motives, do not lose morale

Executing a player forces them to remain on the cylon locations for the rest of the game, regardless of what allegiances are actually on their motives.As usual, this restricts them to drawing 2 cards per turn, and only playing 1 card into any skillchecks.

-Some of the motives that say 'reveal immediately if completed', but with this variant they are instead kept secret. You unlock them and it counts as completed, which will always be shown privately to you in your hand updates, but nobody else will know which ones you have completed.

-After turn order is decided, your first 2 motives will be sent to you immediately. You can use this information to help decide your choice of character, if you wish.

-The last 2 motives are sent at sleeper phase (4 distance)

-There are only 2 purple cards, i'll slightly modify the reward to help a player get rid of any bad motives they might be holding that they feel are un-achievable: so if you complete a purple, discard it and draw 2 new motives (putting you on 5 cards), and you may then discard ANY 1 of those 5 cards, putting you back down to the usual 4 cards.

I think that's everything.Here are the motive cards:

You'l be shown which ones you're currently holding along with your hand updates, to remind you what you need to be doing.

It's technically possible for every single player to win, or every single player to lose, it's just unlikely.

Your motives will probably conflict with the motives of some of the other players. Part of the game will be figuring out who is working against you, and then trying to have them brigged or executed to reduce their influence on the game.

It might seem complicated at first, but once you see your 2 starting motives it'l immediately become easier and you'l understand what you need to do.

It probably goes without saying, but as all/most players will likely mostly be human, you should probably be playing pro-human in all of your actions and skillcheck plays, except where it clashes with your motives.

You need 2 motives with the winning team, so if you slack off and the cylons end up winning, you'l definitely lose if you have 3 or 4 human aligned motives.

If you have 2 motives for each side, you can win with either the cylons or the humans.You'l have to decide which is the smarter choice for the situation, depending on which motives you have.

I could have rolled for you, but i'm kinda stalling for time. All 7 cylon leader cards need modifying, and im not totally sure how to do it in a balanced way, yet.

Need draws of 5 cards, and abilities that dont require/send them to cylon locations.

- For Cavil, PPBBTi'll just change his weakness to 'discard 5 skillcards each time a player reveals or is executed'

-Leoben YYBBT , unchanged otherwise

-Six GGBBTweakness changed to unable to use command, communications, or cylon fleet.

- Athena GRRBBunchanged

D'anna YYGBTChange weakness to 'if you are on a hazardous location, discard a skillcard to move to a new location'change ability to Visions: movement: Discard a supercrisis card to randomly look at half of another players motive cards.

-Doral YYPPTAbility: draw a skillcard of any type after your receive skills step, then discard one skillcard. Disregard this ability while you are in "Sick Bay."OPG: action: Activate one cylon location, then take another action. If you activated Caprica, do not draw a crisis card this turn.

-Simon O Neill: PPBBTChange ability to: On crisis skillchecks on your turn, look at both destiny cards and take one of them into your hand of skillcards.

Dont forget, for any that say 'reveal immediately', you dont actually do that! Keep quiet!

I'll change the cards status to 'completed', and you can consider that one to be fully achieved, and move on to doing any other motives that you need to do. The exception is the purple cards: All other players will be made aware of it if you complete one of them, but wont know anything about your choice of reward-motive. If anybody already has one of the 2 purples, remember that achieving them just means you'l draw 2 new motives, then be able to discard one motive out of the 5 that you will then hold (not counting the purple itself, which is discarded)

Whichever you think will be hardest to achieve, or which doesnt have the allegiance you'd prefer on it, should be discarded.

And remember: most players will be human because the motive-deck is unbalanced. So just as with normal BSG games you will need to work together to win!Dont be afraid to XO other players, or trade favours, or whatever else you feel you need to do.